“Dames Making Games is a not-for-profit organization founded in Toronto in 2012. We run a wide range of programs and events for women, non-binary, gender nonconforming, trans and queer folks interested in games. We are member-run, arts-focused, technology positive, collaborative, engaged, and welcoming!”

“Ever wondered what happened to the old mobile phone you threw away? In the unique puzzle simulation game “Burn The Boards” you can experience the reality of an informal worker, who breaks down e-waste for a living.” –

“Emma Vossen’s love of gaming started when she was a kid growing up in small-town Ontario. Now as a PhD candidate at the University of Waterloo Games Institute, she looks to gamer culture as a microcosm of how sexism is seeded and replicated within broader society, and she draws connections between gamer culture and the rise of the political extreme right. This is the latest in our Ideas from the Trenches series, exploring the exciting insights of PhD students across the country.” – CBC Ideas

“So what does a game designer do? Are you an artist? Do you design characters and write the story? Or no, wait, you’re a programmer?’ Game design is one of those nebulous terms to people outside the game industry that’s about as clear as the “astrophysicist” job title is to me. It’s also my job, so I find myself explaining what game design means to a lot of people from different backgrounds, some of whom don’t know anything about games.” – Liz England, “The Door Problem.”

“This article argues that video games are powerful but overlooked tools for feminist pedagogy. I review two game-based teaching activities that I conducted with my Introduction to Women’s, Gender and Sexuality Studies course during my time as a Teaching Associate at Emory University. In the first activity, I opened a transgender studies unit with the independent games dys4ia, Lim and Mainichi. In the second activity, I taught the feminist theory of intersectionality through Halo, a popular first-person shooter series.” – Samantha Allen

“In Cart Life the player controls one of three street vendors, and attempts to run their shop whilst looking after their health, interests, and families…Vinny sells bagels, Andrus runs a newspaper stand, and Melanie sells coffee from a cart. While at their stalls players interact with customers by selling them items and can manage their stall by selecting stock, setting prices, and buying new equipment.” – Wikipedia

“The Syrian conflict has torn the country apart, leaving thousands dead and driving millions to flee their homes. Many seek refuge in neighbouring countries but others pay traffickers to take them to Europe – risking death, capture and deportation. If you were fleeing Syria for Europe, what choices would you make for you and your family? Take our journey to understand the real dilemmas the refugees face.” – BBC

“Psychologist Mihaly Csikszentmihalyi’s famous investigations of ‘optimal experience’ have revealed that what makes an experience genuinely satisfying is a state of consciousness called flow. During flow, people typically experience deep enjoyment, creativity, and a total involvement with life.” – Publisher

Game Studies 101 (GS101) is on online archive of games, criticism, and scholarship. Its goal is to open up the study of games across disciplines, campuses, and organizations by making accessible various foundational works in game studies, criticism, and design.